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Trainzfreak

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Posts posted by Trainzfreak

  1. As there are already given some enties for absorb spells in the new spell_bonus_data table we should use them :)

    For fixing "borowed times" (http://www.wowhead.com/?spell=52795, the second effect) I oriented at "Pain and Suffering" which is nearly the same spell (proc trigger aura and dummy aura that should apply a spellmod) and is handled directly above in the code.

    http://pastebin.com/m750fc4cc

    Here the left spell_bonus_data entries that are not already in:

    INSERT INTO `mangos`.`spell_bonus_data` (`entry` ,`direct_bonus` ,`dot_bonus` ,`ap_bonus` ,`comments`) VALUES 
    ('6143', '0.1', '0', '0', 'Mage - Frost Ward'),
    ('543', '0.1', '0', '0', 'Mage - Fire Ward');
    

    you have forgot to add the patch :/

  2. compile error unter linux:

    ../game/libmangosgame.a(MapUpdater.o): In function `MapUpdater::activated()':

    /../../src/game/MapUpdater.cpp:135: undefined reference to `DelayExecutor::activated()'

    ../game/libmangosgame.a(MapUpdater.o): In function `MapUpdater::activate(unsigned int)':

    ../../../src/game/MapUpdater.cpp:90: undefined reference to `DelayExecutor::activate(int, ACE_Method_Request*, ACE_Method_Request*)'

    with actually revsiion from multithreading,a nd newest mangos git

  3. i have a fix for Death grip, when i used the spell, then can not move more

    SpellEffects.cpp:
    void Spell::EffectDummy(uint32 i)
    {
       if(!unitTarget && !gameObjTarget && !itemTarget)
           return;
    
       // Death Grip
       //todo : insert it to right spell family
       if (m_spellInfo->Id == 49560 || m_spellInfo->Id == 49576)//wtf 2 IDs
       {
           // Init dest coordinates
           uint32 mapid = m_caster->GetMapId();
           float x = m_caster->GetPositionX();
           float y = m_caster->GetPositionY();
           float z = m_caster->GetPositionZ();
           float orientation = unitTarget->GetOrientation();
           // Teleport
           if(unitTarget->GetTypeId() == TYPEID_PLAYER)
               ((Player*)unitTarget)->TeleportTo(mapid, x, y, z, orientation, TELE_TO_NOT_LEAVE_COMBAT | TELE_TO_NOT_UNSUMMON_PET );
           else
           {
               MapManager::Instance().GetMap(mapid, m_caster)->CreatureRelocation((Creature*)unitTarget, x, y, z, orientation);
               WorldPacket data;
               unitTarget->BuildTeleportAckMsg(&data, x, y, z, orientation);
               unitTarget->SendMessageToSet(&data, false);
           }
       }

    i hoe anyone can help :)

  4. pls fix comtability with newest rev, i have compile errors:

    2>..\\..\\src\\game\\OutdoorPvPSI.cpp(205) : error C2660: 'GameObject::Create': Funktion akzeptiert keine 2 Argumente

    2>..\\..\\src\\game\\OutdoorPvPSI.cpp(231) : error C2660: 'GameObject::Create': Funktion akzeptiert keine 13 Argumente

    2>NPCHandler.cpp

    2>..\\..\\src\\game\\OutdoorPvP.cpp(109) : error C2660: 'GameObject::Create': Funktion akzeptiert keine 13 Argumente

    2>..\\..\\src\\game\\OutdoorPvP.cpp(170) : error C2660: 'Creature::Create': Funktion akzeptiert keine 4 Argumente

    2>..\\..\\src\\game\\OutdoorPvP.cpp(270) : error C2660: 'GameObject::Create': Funktion akzeptiert keine 13 Argumente

    2>..\\..\\src\\game\\OutdoorPvP.cpp(283) : error C2660: 'Creature::Create': Funktion akzeptiert keine 4 Argumente

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